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31 lines
1 KiB
C#
31 lines
1 KiB
C#
using Content.Shared.Vehicle.Systems;
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using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Vehicle.Components;
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/// <summary>
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/// This is used for a vehicle which can only be operated when a specific key matching a whitelist is inserted.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(VehicleSystem))]
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public sealed partial class GenericKeyedVehicleComponent : Component
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{
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/// <summary>
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/// The ID corresponding to the container where the "key" must be inserted.
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/// </summary>
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[DataField(required: true)]
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public string ContainerId;
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/// <summary>
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/// A whitelist determining what qualifies as a valid key for this vehicle.
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/// </summary>
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[DataField(required: true)]
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public EntityWhitelist KeyWhitelist = new();
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/// <summary>
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/// If true, prevents keys which do not pass the <see cref="KeyWhitelist"/> from being inserted into <see cref="ContainerId"/>
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/// </summary>
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[DataField]
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public bool PreventInvalidInsertion = true;
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}
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